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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About BlackShark33

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  1. Wow! I loved blast chambers, good luck with that! Professional: Cookie Jam by Jam City Hobby: a video game version of a designer friends' card game
  2. Some good suggestions here, might I recommend LibTheoraPlayer?   https://github.com/AprilAndFriends/theoraplayer   I've had some amazing luck integrating the predecessor of this, https://sourceforge.net/projects/libtheoraplayer/ (same project as above, older repository).   Some more documents about it on its' website, http://libtheoraplayer.cateia.com/wiki/index.php/Main_Page (not sure how up to date it is) but it was enough to get started. If I remember correctly, this was free to use for any purpose & runs on Linux.
  3. Awesome project, as for MonoDevelop, I agree, it's quite a piece of work, luckily if you have the Visual studios pro, you can use that instead on windows, you can choose it from 'preferences'
  4. Hah thanks! My appreciations!
  5. Heh, guess who didn't pay attention to the deadline Timezone! -> this guy
  6. Method 1 is definitely preferable, as it means you load one texture and just render different parts of it, where as method 2 has to load a new texture for every frame of your animation. How you go about drawing your images with method 1 rather depends on what the graphics API you are using.   If you are using OpenGL/DirectX, you draw a quad, and pass in the UV coordinates of the frame you are trying to draw. If you're using some kind of higher level framework like SFML, then typically they will have methods for rendering part of an texture for you based off some UV rect, simplifying the process a great deal.